/Engine/Source/Runtime/Engine/Classes/Materials/Material.h
Builds a map fromUMaterialInterfacename to the shader maps that are needed for rendering on the given platform.
static void CompileMaterialsForRemoteRecompile ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & MaterialsToCompile, EShaderPlatform ShaderPlatform, class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< class [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) > > > & OutShaderMaps )